1/ armor :
- increasing PF of light armor up to 25% leaves medium armor useless. 20% max.
- medium armor PF : range 25% to 45% (would improve market since ppl could melee with those, also balance with lower healing)
- h. armor PF : max PF above 60%! (65, 70?) and/or max absorbtion improved, and/or parry modifier increased (see boosters' arguments). since it's impossible to have all the stats maxed on an HA, even the higher "boost" possible wouldn't be useful during all fights.
note : range weapons would be meaningless against such increased H.A . think about adding a "bullet vs. armor" penetration bonus (lore : because of the velocity) w/o changing ammo damage.
2/ credits ? :
- melee credit : acc.hit + inc.damage + bleed + aim stanza / circular attack impossible. introduce time credit (feint is a too serious time credit in PvE), or rites who gives more credits, and/or a big credit extension for lvl250 as rewards.
- double missile : increase cost a bit (20% sounds too high), and give a big hp/sap credit in exchange. not malus time but weakened nukers w/o visible PvE nerf, but increase risks in PvP

=> new tactics, hopefully
3/ others :
- Close combat (and pistols?) should be doing more critical, or making spell incantation to fail more, so they'd be really useful for PvP tactics.
- shielding stanza should be a "link" thing : neverending unless one die or go too far, or cancel it (leave a reload timer to avoid abuse). Also only available for 1hand warrior. Then, 1H warrior 'd be a real use in battlefield as magician's protector, or tank-share-pain. With the lowered healing, it's a great teamwork compensation. (sum'ed-up idea: work only with a shield, level improve protection factor and range, reload timer depends of the last link duration)
- slight more accuracy for range fight. there is no as many lvl250 rangers as lvl250 "dodgemaster" magicians. and the current ratio (2 master rangers per server...) will not change for a while
Sorry to not quoting, but many points here are from previous comments
